Fixing the UI
from
Stardock Forums
Hi,
Am I the only person experiencing real pain because of the UI?
GalCiv Trivia Question #1:
Suppose you want to launch a colony ship containing 100M civilians from a system containing 10B civilians. What is the fastest way to do this?
a) Adjust the slider until the colony ship contains 100M civilians. Then press LAUNCH.
Open a dialog box that lets you type in "100." Then launch.
c) Slide the slider to 0M, because that's the closest to 100M that the slider will actually slide to (and because there *is* no dialog box or equivalent). Then click on the "increase" button at least 100 times.
Answer: c
GalCiv Trivia Question #2:
Suppose you want to trade a technology for the most cash possible from an AI player. You can most easily achieve this, by:
a) Browsing the source code to figure out how the AI values technology, and then read the tech data files for the details on each technology.
Open the cash dialog box. Enter an outrageous offer. Submit the offer. If it is rejected, repeat this process with an offer 1BC less until it is accepted.
c) The UI presents every tradable item along with a corresponding cash value. The player then balances his side of the shopping cart with the AI's side. When the AI provides cash to fill the balance of a trade, a dialog box appears similar to the one used to purchase military and social items.
Answer: For the lucky few, a. For most of us, b.
GalCiv Trivia Question #3:
While purchasing a colony ship at the beginning of the game, your finger slips and you accidentally purchase a constructor. You best deal with this by:
a) Clicking the Undo Purchase button.
Restarting the game
c) Playing on- -hey, it's like a tougher playing level.
Answer: b or c, depending on your mood.
GalCiv Trivia Question #4:
You are considering whether to send a constructor on a 5 sector journey to upgrade a starbase, and want to know what modules you can add to that starbase. To do this you:
a) Open the starbase, which will tell you what modules it has and what modules you are allowed to add, as well as what they do.
Open the starbase, which will tell you what modules you have. Then read through every tech you have, listing the modules that you can add to a starbase that you haven't already added. Then open the starbase module data files to find out what these modules do.
Answer: b
Enough!
Here are some more UI requests:
5) The main galaxy view screen should be zoomable. There is little reason why the squares must be so large; rarely in a game has so little information required so much space. (In Civ, the squares tend to be much smaller yet more information is conveyed (terrain, improvements, cities, etc. In GalCiv, the screen is mostly blank space.)
6) When moving a ship, a line segment should appear between the ship and its destination, annotated by the amount of time the journey will take, sort of the way civ does it. This will help eliminate surprises - -like when you move the wrong ship.
7) When the economy screen says that a science projecgt will be complete next turn, it should mean it.
8) The economy screen should have an option whereby a player can enter a morale value, and let the system maximize tax revenue for that value. Isn't that what most people do by jiggering sliders every turn?
Anyway,
KenK
Am I the only person experiencing real pain because of the UI?
GalCiv Trivia Question #1:
Suppose you want to launch a colony ship containing 100M civilians from a system containing 10B civilians. What is the fastest way to do this?
a) Adjust the slider until the colony ship contains 100M civilians. Then press LAUNCH.
c) Slide the slider to 0M, because that's the closest to 100M that the slider will actually slide to (and because there *is* no dialog box or equivalent). Then click on the "increase" button at least 100 times.
Answer: c
GalCiv Trivia Question #2:
Suppose you want to trade a technology for the most cash possible from an AI player. You can most easily achieve this, by:
a) Browsing the source code to figure out how the AI values technology, and then read the tech data files for the details on each technology.
c) The UI presents every tradable item along with a corresponding cash value. The player then balances his side of the shopping cart with the AI's side. When the AI provides cash to fill the balance of a trade, a dialog box appears similar to the one used to purchase military and social items.
Answer: For the lucky few, a. For most of us, b.
GalCiv Trivia Question #3:
While purchasing a colony ship at the beginning of the game, your finger slips and you accidentally purchase a constructor. You best deal with this by:
a) Clicking the Undo Purchase button.
c) Playing on- -hey, it's like a tougher playing level.
Answer: b or c, depending on your mood.
GalCiv Trivia Question #4:
You are considering whether to send a constructor on a 5 sector journey to upgrade a starbase, and want to know what modules you can add to that starbase. To do this you:
a) Open the starbase, which will tell you what modules it has and what modules you are allowed to add, as well as what they do.
Answer: b
Enough!
Here are some more UI requests:
5) The main galaxy view screen should be zoomable. There is little reason why the squares must be so large; rarely in a game has so little information required so much space. (In Civ, the squares tend to be much smaller yet more information is conveyed (terrain, improvements, cities, etc. In GalCiv, the screen is mostly blank space.)
6) When moving a ship, a line segment should appear between the ship and its destination, annotated by the amount of time the journey will take, sort of the way civ does it. This will help eliminate surprises - -like when you move the wrong ship.
7) When the economy screen says that a science projecgt will be complete next turn, it should mean it.
8) The economy screen should have an option whereby a player can enter a morale value, and let the system maximize tax revenue for that value. Isn't that what most people do by jiggering sliders every turn?
Anyway,
KenK